Non-public BlueprintCallable function calls do not compile in a nativized Blueprint.

UE - Gameplay - Blueprint - Jun 17, 2019

A nativized Blueprint cannot currently invoke a non-public BlueprintCallable function that's defined in native C++ code without resulting in a C++ compile error. Example: APlayerController::PlayDyn ...

The engine crashes when adding a new brush at newly created level by a specific way.

UE - LD & Modeling - Modeling Tools - Mesh Editing - Jun 17, 2019

issuesFBSPOps::csgAddOperation returns null if BuilderBrush has no valid polys.The creating level on content browser never calls "UEditorEngine::InitBuilderBrush(NewWorld);". But "New level" button o ...

Widget component navigation does not work in Standalone

UE - Editor - UI Systems - Jun 14, 2019

When running a standalone build, focus navigation doesn't work on widgets within a world-space widget component. This may be fallout from [Link Removed], which parented the widget component's virtua ...

Stationary Spot Lights in Forward Rendering Incorrectly with PerVertex NonDirectional Translucency

UE - Graphics Features - Jun 14, 2019

Stationary Spot Lights in Forward Rendering cause artifacts when lighting transluceny set to Volumetric PerVertex NonDirectional. When the camera is moved around the object, the lit vertices flicker ...

Using Square Brackets in a Folder Name Works but makes Meshes Unusable.

Tools - Jun 12, 2019

Renaming a folder using square brackets seems to work but renders meshes inside unusable in certain instances.  ...

Random Scene Objects are not being rendered in Raytraced Reflections in packaging builds.

UE - Graphics Features - Lumen - Jun 11, 2019

Each time the build is run, different assets are missing in the reflections. Found in 4.22 CL# 6574378 and 4.23 CL# 6925347 ...

Particle systems have frame rate dependent simulations when Min Time Between Ticks is set, and ticking is managed

UE - Niagara - Jun 11, 2019

Managed ticking when combined with Min Time Between Ticks will cause particle velocity to vary depending on frame rate. ...

Ray Traced Reflections Get Darker The Higher The Rougness Value is for Metallic Materials

UE - Graphics Features - Lumen - Jun 11, 2019

Instead of reflecting an average color of the surrounding, reflections become black with increased roughness values. Found in 4.22 CL# 6574378 and 4.23 CL# 6925347 ...

Sequencer's Spawnable actor rename can not be synchronized between sequencer and outliner

UE - Anim - Sequencer - Jun 11, 2019

This behavior seems to occur only for spawnable. The licensee wants the renaming behavior to be consistent. ...

In the DragForce module drag amounts greater than one can accelerate the particle instead of slowing it down.

UE - Niagara - Jun 10, 2019

Drag force allows for values greater than 1, which can cause the drag force to exceed the initial velocity, which will continue to compound until a NaN is reached or the particle's lifetime is up. ...